|  | Pyrogenesis HEAD
    Pyrogenesis, a RTS Engine | 
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables. More...
#include <SimContext.h>

| Public Member Functions | |
| CSimContext (CTerrain *terrain=nullptr, CUnitManager *unitManager=nullptr) | |
| ~CSimContext () | |
| CComponentManager & | GetComponentManager () const | 
| void | SetComponentManager (CComponentManager *man) | 
| bool | HasUnitManager () const | 
| CUnitManager & | GetUnitManager () const | 
| CTerrain & | GetTerrain () const | 
| ScriptInterface & | GetScriptInterface () const | 
| void | SetSystemEntity (CEntityHandle ent) | 
| CEntityHandle | GetSystemEntity () const | 
| int | GetCurrentDisplayedPlayer () const | 
| Returns the player ID that the current display is being rendered for.  More... | |
| Private Attributes | |
| CComponentManager * | m_ComponentManager {nullptr} | 
| CUnitManager * | m_UnitManager | 
| CTerrain * | m_Terrain | 
| CEntityHandle | m_SystemEntity | 
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
| CSimContext::CSimContext | ( | CTerrain * | terrain = nullptr, | 
| CUnitManager * | unitManager = nullptr | ||
| ) | 
| CSimContext::~CSimContext | ( | ) | 
| CComponentManager & CSimContext::GetComponentManager | ( | ) | const | 
| int CSimContext::GetCurrentDisplayedPlayer | ( | ) | const | 
Returns the player ID that the current display is being rendered for.
Currently relies on g_Game being initialised (evil globals...)
| ScriptInterface & CSimContext::GetScriptInterface | ( | ) | const | 
| 
 | inline | 
| CTerrain & CSimContext::GetTerrain | ( | ) | const | 
| CUnitManager & CSimContext::GetUnitManager | ( | ) | const | 
| bool CSimContext::HasUnitManager | ( | ) | const | 
| void CSimContext::SetComponentManager | ( | CComponentManager * | man | ) | 
| 
 | inline | 
| 
 | private | 
| 
 | private | 
| 
 | private | 
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 | private |